Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
Sign in to follow this  
LaDestitute

Needing some gameplay design advice

Recommended Posts

For those that read about my latest topics (my literary analysis one and the one asking about the customisiation of weapons/armor and alternate skill costs) skip onto the next paragraph after the following one.

 

I had created a system for my project where I had a specific set of items (called Auguries) that could be fused with weapons/armor to improve, and where used as a alternate cost to skills instead of MP.

 

So, I had a Maple Story style class system set up, where the characters where one of the four standard RPG classes (Warrior, Archer, Thief, Mage), and at levels 30, 60, and 90, you reach a upgrade point where you could pick a more advanced class, say Warrior to Black Knight. Of course, considering it sounds very clich, I was thinking of getting rid of it, and instead: Each character would keep their class archtype and actually have a second subclass under this archtype (commonly a rare or interesting one or one unrelated, and meaning they learn skills under that group). They would have "deft" magic: Casting a set of primary magic based upon their elemental affinity and a subgroup of magic such as blue magic or healing magic. Second, the ability to convert items into Auguries (i.e Potion turns into 3 Light Auguries), and last but not least; the ability to forge auguries with weapons and armor to improve. Also, so nobody is left out, any particularly important magic (only one I can think of is summoning), each character would have a set of summons.

1: Leave the class system in. It gives something familar and comforting to the player.

2: Leave it and replace with your idea. It's unique and fresh.

 

Second concept...with the thought of modifying armor and weapons, the cliche concept of buying equipment and ditching it in the next town for better ones doesn't seem nessacary at all. So, what sould I do to compensate for the loss of equipment, espically late into the game? I thought of just using simple equipment like: "Sword", "Robe", "Chestplate", etc...but it seems a bit harsh for the player to be stuck with a single set of equipment for nearly the whole game. Perhaps spliting them into metals? Like bronze armor, iron armor, etc...

Share this post


Link to post
Share on other sites

I don't fully understand what your saying here.

 

Basically (correct me if I'm wrong) you want to make it so that they only upgrade their armor, and you want to know how to compensate for only have one set? What you could do, is have some armors and weapons that can't be upgraded, like a simple dagger, or have more than one weapon and armor sets, that can be upgraded, but have different abilities and such. So you could choose what works best for your party.

 

 

Meh, I don't really know what I'm saying, just trying to help you brainstorm.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...